/Engine/Source/Editor/UnrealEd/Public/Subsystems/EditorAssetSubsystem.h
Save the package the asset lives in. All objects that live in the package will be saved. Will try to checkout the file.
True if the operation succeeds.
bool SaveLoadedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetToSave, bool bOnlyIfIsDirty )